How to Set Up iRacing, Assetto Corsa, and BeamNG in 60 Seconds

Here's a frustration every multi-game sim racer knows: you spend an hour getting your haptics and coaching software dialed in for iRacing, then you switch to Assetto Corsa and have to start over. Different telemetry APIs, different effect profiles, different configuration files. By the time you've got everything working in game two, you've lost an entire evening to setup instead of racing.

This is why cross-game config sync is the feature TrackPro users talk about most, even though it doesn't sound as exciting as AI coaching or motion platform control. The unglamorous truth is that setup friction is one of the biggest time thieves in sim racing — and eliminating it changes how you use the hobby.

This guide walks through how TrackPro's Setup Wizard works, what "60 seconds" actually means in practice, and why being able to switch between iRacing, Assetto Corsa, and BeamNG without reconfiguring anything changes the way you train.

Why Multi-Game Setup is a Real Problem

The sim racing software ecosystem wasn't designed for multi-game use. Each simulator has its own:

  • Telemetry API — iRacing uses shared memory and SDK hooks; Assetto Corsa uses UDP broadcasting; BeamNG has its own socket-based telemetry system
  • Data formats — The physics values, timing data, and car state variables are structured differently across all three platforms
  • Configuration files — Third-party software that works with all three typically requires separate config files for each game

This means that most coaching and haptics tools, when they claim "multi-game support," actually mean: "you can use it with multiple games if you maintain separate profiles for each one and remember to switch profiles before launching each game."

That's not multi-game support. That's multi-game tolerance.

What Cross-Game Config Sync Actually Means

TrackPro's cross-game config sync means:

1. You run the Setup Wizard once

2. You configure your haptic effects, coaching preferences, and hardware calibration once

3. TrackPro automatically detects which game you've launched and adjusts all internal mappings accordingly

When you switch from iRacing to Assetto Corsa to BeamNG, TrackPro:

  • Detects the running game automatically (no manual switching)
  • Remaps telemetry sources to match each game's API format
  • Applies the correct frequency calibrations for each game's physics engine
  • Maintains your effect intensity preferences without any manual adjustment

You get the same bass shaker feedback quality, the same APEX coaching behavior, and the same motion platform response regardless of which game you're in — with zero reconfiguration.

The Setup Wizard: What Happens in 60 Seconds

When you first install TrackPro at ai.simcoaches.com, the Setup Wizard runs automatically. Here's what it does:

Step 1: Game Detection (~5 seconds)

The wizard scans your system for installed simulators. It looks for iRacing, Assetto Corsa, and BeamNG in standard installation paths. If it finds them, they're automatically registered.

If a game is installed in a non-standard location, there's a manual path selector — but for Steam installs and default iRacing locations, detection is automatic.

Step 2: Hardware Detection (~10 seconds)

TrackPro scans for connected hardware:

  • Bass shaker transducers (detected via audio output devices)
  • Motion platform controllers (detected via COM port or USB HID)
  • Sim Coaches hardware (pedals, handbrake, motion controller — auto-configured if present)

Third-party hardware is supported. You'll see a confirmation screen showing what was detected and which features are available for your specific hardware setup.

Step 3: Baseline Calibration (~30 seconds)

This is the one step that takes a few seconds more than instant. TrackPro's baseline calibration:

  • Sets haptic effect intensities based on your audio interface output levels
  • Calibrates motion platform range-of-motion limits (if applicable)
  • Configures APEX coaching verbosity based on a quick preference question ("How much coaching do you want?")

The calibration runs a short automated test — you'll hear haptic test pulses and see the motion platform perform a small self-test sequence if connected.

Step 4: Done

That's it. TrackPro is configured for all detected games simultaneously. The next time you launch any of your sims, TrackPro will be waiting.

iRacing: What TrackPro Pulls From the API

In iRacing, TrackPro reads from the iRacing shared memory API — the official, documented interface that iRacing exposes for third-party applications. This gives access to:

  • Full telemetry — Speed, throttle, brake, gear, RPM, lateral/longitudinal G-forces
  • Tire data — Slip angle, slip ratio, temperature, wear per corner
  • Session data — Track, car, session type, position, gap to leader
  • Driver inputs — Steering angle, throttle position, brake pressure in real time

APEX coaching uses this data to detect braking points, corner entries, and throttle application patterns relative to optimal reference lines. In iRacing, where the physics engine is highly accurate, this data quality is excellent.

Assetto Corsa: UDP Telemetry and Physics Data

Assetto Corsa uses shared memory telemetry that TrackPro reads automatically once it detects the game running. No manual configuration needed. Note: ACC uses a different data format — ACC support is on our roadmap but not yet available.

AC's physics model is particularly rich for tire dynamics — slip angles are highly detailed, which makes the understeer/oversteer haptic effects and traction loss motion effects especially accurate. If you use AC for physics-based driver training (rather than iRacing's competition focus), TrackPro's haptic and motion feedback is particularly valuable here.

BeamNG: Real-Time Soft-Body Physics Feedback

BeamNG is the wild card in multi-game setups. Its soft-body physics engine creates vehicle dynamics that are more dynamic and unpredictable than the simulation-focused titles — which makes haptic feedback especially important.

TrackPro connects to BeamNG's socket-based telemetry system. BeamNG's physics outputs detailed suspension travel data, contact patch forces, and damage state information — which TrackPro maps to haptic effects like suspension compression, curb strikes, and the impact/collision effect.

For drift training or loose-surface driving practice, BeamNG + TrackPro's rear traction loss haptics create a feedback loop that's genuinely useful for building throttle control instincts.

Switching Games Mid-Day: The Real Advantage

Here's the scenario that illustrates why this matters in practice:

You wake up Saturday morning, do two iRacing practice sessions with APEX coaching focused on your oval qualifying lap. Then you switch to Assetto Corsa for an endurance practice session at Spa with a different car. Then after lunch, you jump into BeamNG for some offroad driving to decompress.

Without cross-game sync, that's three separate configuration sessions. With TrackPro, you close iRacing, open Assetto Corsa, and TrackPro is already ready. No switching, no reconfiguring, no losing your settings.

The 60-second setup isn't just about the first-time install. It's about the cumulative time you save every single time you switch games — and the friction you remove from actually using the tools that make you faster.

Multi-Game Comparison: TrackPro vs. Competitors

Feature TrackPro SimHub Track Titan Trophi.ai VRS
**iRacing support** ✅ Full ✅ Full ✅ Full ✅ Full ✅ Full
**Assetto Corsa** ✅ Full ✅ Full ✅ ACC only
**BeamNG** ✅ Full
**Auto game detection** Manual N/A N/A N/A
**Single profile all games** ❌ (per-game profiles) N/A N/A N/A
**AI coaching all games** ACC+iR only iR only iR only
**Haptics all games** ✅ (manual config per game)

Getting Started

Download TrackPro at ai.simcoaches.com. Run the Setup Wizard. Race in any of your three games within the hour.

The full feature breakdown — including APEX coaching, 5DOF motion platform control, and Stream Deck integration — is at simcoaches.com/pages/trackpro.

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